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Making a list of things that don't work in Rising Tide at launch

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Some seriously OCD stuff to add to the list! :)

Graphic Issues:
- Some background loading pictures are too bright, which makes text hardly legible. Improve the dark gradient behind the text or darken the pictures;
- Some underwater vegetation effects have excessive pixellation and pixel noise (stray pixels outside of main sprite);
- Chungsu logo is unfinished / colors could be improves; Integr and NSA logos have edges too thin compared to the rest.

Typos:
- Typo in PAC leader's message - word 'infrastructure' is spelled wrong.
 
I'm also confused why they made a change to ultrasonic fences to now only "strongly discourage" aliens from entering tiles instead of preventing it, and it appears to have no effect whatsoever on aquatic aliens.

They didn't even change what made it OP in the first place. The UF is most useful for its quest ability to ignore alien threats to trade routes.
 
Regarding the Trade Route Resources, it does indeed cause unlocking for Resource Specific Buildings. I had a quest to build something requiring Oil and only when I sent a route that gave me Oil was I able to actually built it.
 
Some seriously OCD stuff to add to the list! :)

Here's another one, General Kozlov introduces himself with the wrong name (calls himself "General Kozlov Vadim Petrovich"). Deep space Alzheimer's kicking in apparently.
 
I'm also confused why they made a change to ultrasonic fences to now only "strongly discourage" aliens from entering tiles instead of preventing it, and it appears to have no effect whatsoever on aquatic aliens.

Its always been that way since vanilla. The fence only affects the land aliens. Dunno why either so I made up a reason to help me deal with it.. its because the fences is only on land.
 
No, I blame Firaxis too. They sold out.


As pointed out in the post after this they are OWNED by the publisher......not sure what business you work in but when you are ordered to do something you do it or are replaced.
 
Great job making the list, I was hoping something like this would be made. Now we need a list of "things that should be toned down," including internal trade routes mixed with all the buffs, Hutama's abilities/agreements, a few of the artifact rewards, etc.
 
The explorer running animatoin bug has existed since BE came out so it's not new. I'm more surprised they haven't fixed it yet? Do they not care or is this like some sort of deep engine flaw that would require a bazhillion dollars worth of programming to fix?

Another animation bug which still exists from vanilla:

The delay when attacking with LEV tanks! It's so annoying, I was hoping it would be fixed. I want it to smoothly and immediately rotate to face its target and blast away at it, just like other units when they get the attack command.

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The Alien Preserve quest line is broken if you have an aquatic capital, as you cannot make the preserve.

Haha, I ran into the same problem with Familiar Exotics Part 2. I couldn't build the Vivarium in my aquatic capital.

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Also, the "Sleep Until Healed" (H) command has the wrong text.

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Also, it's not really a bug, but all the vanilla leaders are missing any unique values for RespectIncreaseModifier and RespectDecreaseModifier in the Leaders XML table.
 
Combat animations start to disappear after awhile (can't see tracers or projectiles, that sort of thing). Doesn't take too long, I'd say 15-20 turns and they start to vanish. This is a bug that has persisted since vanilla and it's quite annoying since I love watching the combat animations (huge sci-fi nerd), they're better than Civ V's in my opinion.
 
Great job making the list, I was hoping something like this would be made. Now we need a list of "things that should be toned down," including internal trade routes mixed with all the buffs, Hutama's abilities/agreements, a few of the artifact rewards, etc.

I thought about including a list of these as well - stuff like the Smart Grid agreement and the -30% tech cost wonder from progenitor artifacts - but I realized it would get too long and that kind of thing would probably be controversial. There will always be some argument over whether something needs a nerf, bugs are little more straightforward. But I agree it's a conversation that needs to be had at some point.
 
They didn't even change what made it OP in the first place. The UF is most useful for its quest ability to ignore alien threats to trade routes.

Well, but the old effect of the UF was still OP because it was literally a one click "remove alien threat" button. Considering that one of the biggest gripes from players was that aliens were not a big enough threat, it made sense to remove such an easy way to remove aliens.
 
Unlocked hybrid affinity perks that you've earned don't seem to display properly and are missing when you click on "My Unlocked Perks".
 
Unlocked hybrid affinity perks that you've earned don't seem to display properly and are missing when you click on "My Unlocked Perks".

Seconding this. Noticed it yesterday but forgot to mention it.
 
Another graphic issue:

As pointed out by another user the height of icons is too much when compared with text. They should increase line height. This is especially visible in the sponsor selection screen.
 
If one of your allies declares war on another of your allies, you will declare war on one of them. (I believe you take the side of the defender.)
Actually in my games I got a situation TWICE where I declared war on BOTH of my allies in such scenario. There must have been some extra requirements for that (some combinations of AI-AI alliances behind my back), but still, it should NOT be the case.
 
Some information which is useful for this thread which I found online and experienced myself:

1) Diplomacy Agreement - Reusable Vehicles
"Each orbital unit launched reduces production cost for future Orbital units by x%"
This works the wrong way, and INCREASES production cost for future orbital units by x%

2) When you have a spy in an enemy floating city granting vision (Establish Network), and the city moves, the vision does not move with the city

3) If you found a floating city and move it away (ie towards the frontier) to make room for a new city, it seems like the vacated area will never appear as a "suggested" build location. Furthermore it seems like the AI will always give you a harsh penalty for building an oupost in a "undesirable" location even though it is obviously a great location.

4) I completed the Ice and Conquest quest that is meant to give a reward of "+3 Geothermal from each alien structure inside your territory" but i'm not getting the reward (neither for "towers" or the "main building").

5) Hovering units expend full terrain cost instead of 1 (including rivers' full movepoint soak) when moving to or from a tile with a road or magrail. Previously this only affected hover units moving out of a city tile.

6) New ultrasonic fences seem to make everyone pissed. Water aliens seem to ignore the effect.

7) You can't destroy a city that became the capital even if its not the original capital.
 
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